AI Racing is a study prototype that aims to create a reliable racing AI, capable of running on any circuit.
It uses a 3-layer feed-forward neural network. The network is provided with initial training values and gets better each time it crashes. It receives the distance from the walls to the car from three raycasts and produces a combination of “turn” and “thrust” values, which are then used to control the ship.
I also took the opportunity to experiment with shaders. I use custom shaders for:
- Terrain (geometry shader)
- Coins. Hologram effect
- Trail. I create the mesh dynamically and then add a particle premultiply shader, that in combination with the post-processing creates that flaring effect.
- Post-processing with Unity’s post-processing stack
You can try the prototype here.